Messages - panthenol

Just about the camera , it's very easy , you can parent a bone with two joints to the camera , bake the camera animation on top of it and export it with ogreMax then , you can use the bone to orient the camera , ( the first joint for the position , and the second for the orientation ( using lookat) )the small issue would be lenses and safe action zone , but it's not a huge problem

personally , since i do all the levels in maya ( or max , or softimage , or blender ) i would not need unity at all I export everything in obj ( or 3ds) , and I have the exact same scene in jpct by reading object names in the *.obj

Exporting from a 3D package to Bones works really fine using 3Dsmax and Ogre max , and Maya , using DAE_FBX , but , as i really like to work with Softimage , i was wondering if anybody have succesfully exported characters using Mod tool and Softimage for instanceif yes , what exporters are you using , how are the rigs , etc...

Ok , i did'nt thad the the latest Bones version , so i updated and continuing to test

Don't know if it's of any help for anybody , but i found out that maybe some export problems are coming not from the exporters , but from the character rigs.

On creativecrash.com , i found a lot of skeletons with controls inside the bone hierarchy , This could be an issue when exporting animation , because the controllers would potentially not be recognised as bones by the exporter , while being inside a bone hierarchy , and it would result in breaking bone hierarchy at export.

In ogreMax Xsi , i had several exported controllers set at origin ...

So I think it's a good idea to have the controllers outside the skeleton , controlling it using constraints.Before export , you can use any utility to bake constraints into animation curves on the bones( select the bones hierarchy , and go in edit/keys/bake simulation in maya , or plot animation in softimage ) and then , remove everything , but the bones and the meshes before export

i'm wondering if somebody knows how to implement several animation clips into a single *.dae file , using 3dsmax , or maya because it could be very tedious to import and serialize each and every animation using a file loader